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Flare Adept


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#26
RedCaesar97

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@Sora:

Yes, you can get cooldowns of about 5 seconds, and I think someone (maybe Drayce333?) mention you can get it down to about 4 seconds.

Taking Combo Mastery instead of Power Mastery at rank 6 in passive can decrease the cooldowns even more.

#27
I Tsunayoshi I

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RedCaesar97 wrote...

@Sora:

Yes, you can get cooldowns of about 5 seconds, and I think someone (maybe Drayce333?) mention you can get it down to about 4 seconds.

Taking Combo Mastery instead of Power Mastery at rank 6 in passive can decrease the cooldowns even more.


I went for Combo Mastery since that is the entire point of an Adept in the first place. I can not even begin to say just how ridic crazy being able to use Flarebombs is in some encounters. Pretty much only have to worry about Atlas mechs, Primes, Banshees, and Brutes since they are the only units I have yet to one combo into kills on Hardcore. Everything else either dies from being the bomb, or from the double Detonate evos widely expanding the range of the blast.

EDIT: Got it wrong. I was using Power Mastery since setting off for massive damage on the bomb does help with some more troublesome targets like Ravagers and Phantoms. Either way, the rapid cooldown time is still lower than what I was when I first posted about the idea, and almost looks like a good way to cheese insanity if someone wanted to do so with an adept.

Modifié par Sora Kitano, 12 mars 2013 - 12:46 .


#28
Volc19

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Warp/Flare is a decent biotic explosion if you keep yourself near 200% cooldown with some armor to help.

I can see how it's a touch redundant, but Flare is just so gratifying as a power.

#29
I Tsunayoshi I

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Volc19 wrote...

Warp/Flare is a decent biotic explosion if you keep yourself near 200% cooldown with some armor to help.

I can see how it's a touch redundant, but Flare is just so gratifying as a power.


Early on without armor to mitigate the CD issues, you really do need to make those bombs count, aka HIt the shielded ****s and watch everything else die. Once you get hold of enough Serrice and Rosenkov armor parts, or just grab Blood Dragon, Inferno, or Spirit armor, good lord can you get away with spamming Flare with impunity.

#30
EternalSeekerX9

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Sorry for the necro, but I have messing with flare and even modded it to my liking (up damage, decrease cd) but i guess I'm bored of it now, and in no way is flare a nuke or a boss killer, heavy weapons are that, flare is nice power (even without any tweaks I've done with it) but its just novelty, it doesn't seem powerful to me....and it sucks against armor...

#31
JaegerBane

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EternalSeekerX9 wrote...

Sorry for the necro, but I have messing with flare and even modded it to my liking (up damage, decrease cd) but i guess I'm bored of it now, and in no way is flare a nuke or a boss killer, heavy weapons are that, flare is nice power (even without any tweaks I've done with it) but its just novelty, it doesn't seem powerful to me....and it sucks against armor...


The thing is that flare is a front-loaded power that doesn't really synergise with anything. It's never going to be as powerful as a warp + throw explosion, as explosions get better when single powers do not.

#32
MadCat221

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known_hero wrote...

Endgame22 wrote...

Lash is also very cool, and though not great to be with an adept it works, better for an infiltrator or Sentinel, flare is awesome too well it's based upon the individual though.


Lash works best on a shotgun Vanguard, IMO. 


Ehh... too much function overlap with Pull, IMO.

I usually take Flare for Vanguard because it's useful for when Charge-Nova would be... unsafe (well, more unsafe than normal).  And because Vanguard doesn't have any native grenades *OR* rote-damage biotic projectiles (IE: Warp) like the other two biotic classes.

And since Charge-happy Vanguards are usually loaded to optimize cooldown anyway, Flare can be brought down to 6-7-secs of cooldown.

Question on final evo: Massive AOE boost or massive shield/barrier damage boost?

Modifié par MadCat221, 11 juillet 2013 - 11:24 .


#33
Darkstar Aurora

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Flare is a spectacular looking power that is unfortunately spectacularly useless for an Adept.

With your innate class talents it is simply redundant with a cripplingly long recharge speed.  Comparitively, a Warp followed by Throw exceeds Flares maximum damage on Insanity against armor and barriers, at a fraction of the recharge speed and with the former requiring no power damage bonuses to reach that threshold

Flare also relies on power damage bonuses to be effective whereas Biotic Explosions do not. While Shepard can gain numerous (diminishing-returns) bonuses to her power recharge speed doing so is often at the expense of power damage bonuses--which makes Flare comparably weaker. More importantly, if you are stacking every power recharge bonus in the game just to bring Flare down to 5 seconds (which is obscenely long for an Adept) then you just as easily could cast your inherent biotic talents equally faster to create more biotic explosions in an even shorter period.

Its only discernible benefits on a biotic character are the options for radius or the shield damage multiplier (which damaging biotic powers are normally weak against). Even then you would be better off chaining multiple biotic explosions on different enemies at various points on the map to make up for the radius (Warp + Throw is 6 meters vs. Flare's 9m), or using an Acolyte or Tech specialist squad member to deal with shields. It could be very potent on LOW difficulties

Obviously as others have stated it is dramatically more useful on Infiltrators and Soldiers (perhaps unintentionally) due to using Tactical Cloak and Adrenaline Rush to bypass the cooldown. For an Adept however it is a flashy waste.

Flare is fairly powerful on Aria because she can obtain a +220%* bonus to power damage which then gets put to good use by the 75% multiplicative bonus to shields and barriers. As a squad member she can also equip weapons without weight considerations, meaning she can freely wield a M-300 Claymore during the long cooldown (switching to it after casting Flare with power amp modded SMG in hand) . Paired with any biotic explosion source power from Shepard her full-damage evolution Flare can destroy most Cerberus enemies with a single combo. Even then I only situationally use this power on her: Lash, Reave, and even Carnage make for more efficient source powers for my Adept to detonate.

*Power damage bonuses consist of 140% Biotic Boss, 30% Biotic Mastery (Adept), 20% Turian Huntress (Nyreen), 30% Power Amplifier V (SMG mod, weapon must be equipped when power is used)

Modifié par Darkstar Aurora, 17 juillet 2013 - 04:10 .


#34
capn233

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I agree.

#35
Red Panda

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EternalSeekerX9 wrote...

Sorry for the necro, but I have messing with flare and even modded it to my liking (up damage, decrease cd) but i guess I'm bored of it now, and in no way is flare a nuke or a boss killer, heavy weapons are that, flare is nice power (even without any tweaks I've done with it) but its just novelty, it doesn't seem powerful to me....and it sucks against armor...


Infiltrator cloak canceling could be fun...

#36
Rusted Cage

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Sorry to resurrect this guys, I followed the link from Abe's Compilation of Strategy guides recently brought back by Red Caesar.

 

The general opinion is that Flare is redundant on an Adept, but in its defence it makes for wonderful compliment to a more combat focused build. I've been playing around with the class to try and get a satisfying yet challenging Adept with a nice balance of explosions and combat and this bonus power actually delivers.

Flare's long cooldown coupled with the heaviest weapon in my arsenal, the Argus rifle, made picking when to create an explosion more of a tactical decision than normal.

 

By using only Warp, specd for detonate, lasting damage and recharge; along with Cluster Grenades and Liara's squad Warp ammo made this rather good fun.



#37
robsonwt

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I played as a Biotic Explosion based Adept and used Flare as my bonus power. I was trying to focus in a bonus power that was still biotic because I wanted my Shepard to be a fully adept. Since I was using Liara, Warp Ammo would be already in my team. 

 

Barrier increases damage but increases cooldown, so I would make less Biotic Explosions overall. I chose Flare because I ran out of better options. Flare also has a good anti-shield upgrade that was handy in my build since I had no anti-shields power.

 

My playstyle was something like that

 

Against Reapers:

 

Liara with Squad Warp Ammo.

Against not armored enemies -> Stasis (Liara) > Throw > Biotic explosion

Dark Channel (Javik) > Throw > Biotic explosion

Against armored enemies -> Warp (Liara) > Throw > Biotic explosion

If it was a boss: Warp or Dark Channel (Liara or Javik) > Flare > Biotic explosion > Warp or Dark Channel (Liara or Javik) > Grenades (during cooldown) > another Biotic Explosion.

 

If the mission had a lot of Marauders, I equipped Acolyte for Liara and Adas for Javik for anti-shields characteristics.

If the mission is against most armored types I equipped Paladin for Liara and Saber for Javik.

 

-------------

 

Against Geth or Cerberus:

 

Ashley with Squad Disruptor Ammo

Against not armored enemies -> Stasis (Liara) > Throw > Biotic explosion

Against shielded enemies -> Concussion shot (with Ammo power upgrade) > Warp (Liara) > Tech Burst > Throw > Biotic Explosion.

Against armored enemies -> Warp (Liara) > Throw > Biotic explosion

If it was a boss: Concussion shot (with Ammo power upgrade) > Flare > Tech Burst > Warp (Liara) > Grenades (during cooldown) > another Biotic Explosion.

 

Liara with Acolyte and Ashley with Adas.